A Digital Gaming Intervention to Strengthen the Social Networks of Older Dutch Adults: Mixed Methods Process Evaluation of a Digitally Conducted Randomized Controlled Trial

Jeroen Janssen*, Bas Châtel, Nora Den Heijer, Rob Tieben, Menno Deen, Rense Corten, Geeske Peeters, Marcel Olde Rikkert

*Corresponding author for this work

Research output: Contribution to journalArticleAcademicpeer-review

Abstract

Background: Digital loneliness interventions for older adults are promising, yet conclusive evidence is lacking due to a lack of randomized controlled trials (RCTs) and difficulties with recruitment. Process evaluation of performed RCTs is essential to inform future interventions. Still, it is rarely carried out, resulting in an overly optimistic view of the impact of eHealth interventions on loneliness in older adults and options to conduct such research entirely remotely. Objective: We describe a mixed methods process evaluation of a digitally conducted RCT assessing the effectiveness of a mobile social gaming app to facilitate meaningful social interactions in older adults. Methods: We analyzed the questionnaire and game data of the RCT participants to evaluate recruitment and onboarding, intervention adherence, and intervention acceptability. The RCT participants were allocated either to the main group of older adults (aged 65 years or older) or the side group (aged between 18 and 64 years). The side group used networking to play with the older adults. We also conducted 6 post-RCT evaluation interviews and 1 focus group with a total of 4 RCT participants and 5 welfare organization representatives that aided in RCT recruitment. Results: In total, 371 people aged 18 years or older signed up for the RCT, of which 64% (238/371) were aged 65 years or older. Of the total sample, 20% (76/371) installed the app and signed informed consent, showing a large dropout during onboarding. The high number of questions was a relevant barrier for participants. Both questionnaire and gameplay adherence were low. Participants indicated that the games elicited contact and a feeling of togetherness and proposed challenging and competitive games with increasing difficulty levels. They suggested focusing on enjoying the games rather than administering questionnaires. Conclusions: Conducting a remote digital trial of a social gaming intervention for older adults is a great challenge. Remote recruitment and informed consent acquisition may often not result in sufficient participation. Personal engagement with fellow participants and researchers might be essential for adherence and enjoyment. Future digital gaming interventions should start with small-scale studies with in-person contact, repeated instructions, and fewer questionnaires.

Original languageEnglish
Article numbere45173
JournalJMIR Formative Research
Volume7
Issue number1
DOIs
Publication statusPublished - 2023

Bibliographical note

Publisher Copyright:
©Jeroen Janssen, Bas Châtel, Nora Den Heijer, Rob Tieben, Menno Deen, Rense Corten, Geeske Peeters, Marcel Olde Rikkert.

Funding

We thank the participants for generously sharing their experiences with us. The research is part of the Social Health Games project in collaboration with Games for Health and Cooperation Dela. This work was supported by the Netherlands Organisation for Scientific Research (NWO) under grant 645.003.002. Games for Health was both a research partner and a commercial partner; the company performed design research to explore and validate how to design for social interaction and quality contact to reduce loneliness. The company also investigated if and how a feasible business model could be created for this scope.

FundersFunder number
Nederlandse Organisatie voor Wetenschappelijk Onderzoek645.003.002

    Keywords

    • eHealth
    • gerontology
    • loneliness
    • mixed methods
    • mobile games
    • qualitative research
    • serious games

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